Medium elemental, neutral
- Armor Class
- 14
- Hit Points
- 97 (15d8 + 30)
- Speed
- swim 40 ft., 10 ft.
- Challenge
- 6 (2,300 XP)
STR
10
+0
DEX
18
+4
CON
14
+2
INT
13
+1
WIS
19
+4
CHA
15
+2
- Saving Throws
- Cha +5, Con +5, Dex +7, Wis +7
- Skills
- Perception +7
- Damage Resistances
- cold
- Senses
- passive Perception 17
- Languages
- Common, Primordial (Aquan)
Traits
Amphibious.
The merfolk can breathe air and water.
Actions
Multiattack.
The merfolk makes two Aquatic Burst attacks.
Aquatic Burst.
Melee or Ranged Attack Roll: +7, reach 5 ft. or range 60 ft. Hit: 20 (3d10 + 4) Cold damage. If the target is a Large or smaller creature, it has the Prone condition.
Reactions
Watery Rebuke.
An enemy the merfolk can see enters a space within 5 feet of the merfolk. dstr DC 15, the triggering enemy. 14 (4d6) Cold damage. If the target is Large or smaller, it is pushed up to 30 feet straight away from the merfolk by conjured water.
Spellcasting
Spellcasting.
The merfolk casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 15):